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Fix Tornado Defense boss firing missiles too frequently (#306)
Co-authored-by: Skyth (Asilkan) <19259897+blueskythlikesclouds@users.noreply.github.com> Co-authored-by: Darío <538504+DarioSamo@users.noreply.github.com>
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@@ -0,0 +1,36 @@
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#pragma once
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#include <SWA.inl>
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namespace SWA
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{
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class CExStageBoss
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{
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public:
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class CStateBase;
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class CStateBattle;
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class CExStageBossStateContext
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{
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public:
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SWA_INSERT_PADDING(0x14C);
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be<float> m_SplineProgress;
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SWA_INSERT_PADDING(0x0C);
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be<float> m_SplineSpeed;
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SWA_INSERT_PADDING(0x28);
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be<float> m_Field188;
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be<float> m_Field18C;
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SWA_INSERT_PADDING(0x21);
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bool m_IsBattleStart;
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SWA_INSERT_PADDING(0x36E);
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be<float> m_Field520;
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};
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};
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SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_SplineProgress, 0x14C);
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SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_SplineSpeed, 0x15C);
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SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_Field188, 0x188);
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SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_Field18C, 0x18C);
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SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_IsBattleStart, 0x1B1);
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SWA_ASSERT_OFFSETOF(CExStageBoss::CExStageBossStateContext, m_Field520, 0x520);
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}
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@@ -0,0 +1,9 @@
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#pragma once
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#include <SWA.inl>
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#include "SWA/ExtraStage/Tails/Enemy/Boss/ExStageBoss.h"
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namespace SWA
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{
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class CExStageBoss::CStateBase : public Hedgehog::Universe::CStateMachineBase::CStateBase {};
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}
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@@ -0,0 +1,18 @@
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#pragma once
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#include <SWA.inl>
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#include "SWA/ExtraStage/Tails/Enemy/Boss/ExStageBoss.h"
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namespace SWA
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{
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class CExStageBoss::CStateBattle : public CExStageBoss::CStateBase
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{
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public:
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SWA_INSERT_PADDING(0x08);
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be<float> m_Field68;
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be<float> m_FramesSinceLastMissile;
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};
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SWA_ASSERT_OFFSETOF(CExStageBoss::CStateBattle, m_Field68, 0x68);
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SWA_ASSERT_OFFSETOF(CExStageBoss::CStateBattle, m_FramesSinceLastMissile, 0x6C);
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}
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@@ -0,0 +1,35 @@
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#pragma once
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#include <SWA.inl>
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namespace SWA
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{
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class CExPlayerTails
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{
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public:
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class CExPlayerTailsStateContext
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{
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public:
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SWA_INSERT_PADDING(0x1F8);
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be<float> m_SplineBossStart;
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be<float> m_SplineEnd;
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SWA_INSERT_PADDING(0x30);
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be<float> m_SplineProgress;
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SWA_INSERT_PADDING(0x10);
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xpointer<void> m_Field244;
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SWA_INSERT_PADDING(0x18);
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be<float> m_SplineSpeed;
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SWA_INSERT_PADDING(0x0C);
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be<uint32_t> m_State; // 0 - Intro; 1 - Boss Intro; 3 - Boss
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};
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class CStateBase : public Hedgehog::Universe::CStateMachineBase::CStateBase {};
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};
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SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineBossStart, 0x1F8);
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SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineEnd, 0x1FC);
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SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineProgress, 0x230);
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SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_Field244, 0x244);
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SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_SplineSpeed, 0x260);
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SWA_ASSERT_OFFSETOF(CExPlayerTails::CExPlayerTailsStateContext, m_State, 0x270);
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}
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